Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Jun 20, 2014 at 11:43 AM by meat5000 for the following reason:

The question is answered, right answer was accepted

avatar image
1
Question by PorkMuncher · Jun 20, 2014 at 11:34 AM · mesharraytriangles

Mesh.triangles specification

I am trying to make a simple mesh from scratch with the Mesh class that is used in Mesh Filter component.

The problem - I do not understand how the triangle array works! Is it a continuous stream of vertex indices?? Why aren't triangles grouped in integer Vector3s?

So if I had 4 vertices with indices 0,1,2,3 - how would the triangle array look, to make two triangles from 0,1,2 and 1,2,3 (to form a square out of 2 triangles)?!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

  • Sort: 
avatar image
1
Best Answer

Answer by Sven Frankson · Jun 20, 2014 at 11:37 AM

Hi,

[0,1,2,2,3,0]

Picture your triangles array as a succession of int[3].

Also, [0,1,2] is the triangle where you read 0, 1, 2 in a clockwise rotation.

You might want/need to read it http://docs.unity3d.com/Manual/GeneratingMeshGeometryProcedurally.html .

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image PorkMuncher · Jun 20, 2014 at 11:42 AM 0
Share

Thanks a lot! $$anonymous$$aybe I screwed up the coordinates, didn't work at first, but now it's fine!

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Most Optimal way of computing Delaunay Triangulation given an Array of Vector3 points 0 Answers

Seemingly random results winding triangles? 2 Answers

Procedural Mesh Generation - Split Arrays into sections 1 Answer

Best Way to Link Vertices into Mesh 0 Answers

White artifacting bordering mesh triangles 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges